I normally appreciate this argument, but I cannot see how it applies here.
If you have enough resources and people to make well over a hundred hours worth of exploration content and ten open-world areas, far exceeding anything the previous games had to offer, but not enough to produce a main storyline that's at least the same length as the previous games then clearly something happened at the planning / resource allocation stage that skewed things in favour of exploration.
It's not like it was written in stone that the game had to have 100+ hours of exploration, 10 open-world areas and a relatively light main questline the instant the game was conceived. It was entirely possible to just have less exploration content designers/producers working on the project in the first place and take on an extra cinematic designer instead.
It's not "Remove the stuff I don't like", It's "Balance the resources so that the amount of side content doesn't outweigh the main story by such an insane margin". Even as somebody who really liked Inquisition, and the side content, I felt there was simply far too much of it compared to the other elements of the game.
There is, however, not one single batch of "resources" that you allocate.
There are different people with different skills, and different kinds of content require different people to work on them. One cannot necessarily work on another. The main storyline quests, for instance, are very cinematic-heavy...if you cut content that has no or little cinematics, you can cut to your heart's content and you will not free up any resources for the main storyline. You will have a lot of level designers twiddling their thumbs waiting for someone to work on whatever they've created.
That's how it works. We're quite aware of the need to balance our resources -- insofar as whether the team "learned" anything about balancing the amount of exploration content vs. cinematic content, I suppose you'll have to wait and see what Mike and co. do in the years to come. I think they've been pretty up-front about the focus on exploration content, so I suspect you'll see refinement and iteration rather than a complete axis shift on that front...but who knows? DA is sort of the Aliens franchise of the gaming world, in terms of its willingness to redefine itself. ![]()





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